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Post news Report RSS SeaPort Tycoon #11 Update - Wires and Coal

SeaPort Tycoon moves on! Today's update #11 is dedicated to some more screenshots of the game. Just finalized some work on wires and coal ports. Enjoy and don't forget to wishlist the game on Steam! Thanks!!!

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Hi All,

it’s summer-time!!!!

Therefore, before diving into the summer, I wanted to share with you the most recent developments that keep me busy:

  • Powerlines,
  • Coal port.

Check out the screenshots below.

The port is run by electricity and for this reason a powerlines network needs to be developed.

So far, I have been just using pylons as placeholders. As a next step I started to implement wires that are sufficiently flexible to manage the different distances. Tricky, but manageable.

Another big feature of the game are commodities. I’ve already presented the ports for oil and gas in a tentative manner. Now it’s time to present to you the port for commodities like coal and ore.

At this stage the visuals are still “super-prototyping”; The challenge is to make it work perfectly in the backyard (code-wise, so to say) and afterwards the work on polishing the visuals will start. The good message is that just on minor movement part needs some fixes and that’s it 😉. Soon better visual objects will be implemented.


I’m not sure whether there will be some time left to post some updates during the summer – but please be sure, the development will keep going on.

Store.steampowered.com


Enjoy the weekend and your summer!

The electricity grid has been completed so far - the last step is to implement the wires and optimize a bit!

2307 wire cables


Electricity available alongside the sea and on the hill!

2307 wire cables2


Prototyping of coal ports - pretty cool stuff - the coal zone is redrawing its mesh according to load!

2307 coal port2


So what's left?

This blue crane requires movement optimization - afterwards new crane visuals can be elaborated!

2307 coal port


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